Thanksfully, it still features no colour clashes.
*Comment from Arnoldemu: I looked at the code to discover why R-Type was like this.
Double buffer is not used, screen is located from &0040. &5800 even has attribute data just like on a real spectrum. &7800 has a copy of the attribute data (maybe double buffered so colours can be changed and then updated quickly). Screen is only updated where necessary. I think the same programmer worked on both the Spectrum and Amstrad version. Ok, start with the Spectrum version, remove some colours because the cpc can only display 4 colours in mode 1 (without using raster tricks), now use 90% Spectrum code and convert graphics at runtime into CPC form colouring them as you do this. The result is R-type. This explains all.. it explains why the colours are bad and why the game is so slow.
*Comment from MacDeath : so if Colour attributes datas are present, they may be removed (as CPC don't even know what is it) in order to get a proper real re-coding of the graphics...
Maybe the Extra 6128 memory may be used well too...
Yet it will remains sluggish ?
==The good Aspects==